/*!
\brief Check if the player is skilled enough and have requested items
\return bool can or can't 
\param pc the player
\param inMenu if write a sysmessage on error
\todo Add message if haven't enough item..
*/
bool cMakeItem::checkReq( P_CHAR pc, bool inMenu, cRawItem* def )
{

    if( pc->IsGM() ) 
		return true;

    if( (skillToCheck!=INVALID) && (pc->skill[skillToCheck]<minskill) ) {
        if( !inMenu ) 
			pc->sysmsg(TRANSLATE("You're not enough skilled"));
        return false;
    }

	for( int i=0; i<2; ++i ) {
        cRawItem& raw = reqitems[i];
		if( raw.id!=0 ) {
			bool have = ( def!=NULL )? (def[i].number>=raw.number) : ( pc->CountItems( raw.id, raw.color)>= raw.number );
			if( !have ) {
				if( !inMenu )
					pc->sysmsg(TRANSLATE("You've not enough resources"));
				return false;
			}
        }
    }


    return true;
}
static LOGICAL canMine( P_CHAR pc, P_ITEM weapon )
{

	VALIDATEPCR(pc,false);
	
	if( !ISVALIDPI(weapon) && ( pc->CountItemsByType(ITYPE_MINING) <= 0 ) )
			pc->sysmsg( TRANSLATE("You must have a pickaxe or shovel in hand in order to mine."));
	else
	{
		if ( (ISVALIDPI(weapon) && ( weapon->getType() == ITYPE_MINING )) || (pc->CountItemsByType(ITYPE_MINING) > 0 ))
		// Let's see if he has a shovel in his pack
		{
			if (pc->isMounting())
				pc->sysmsg( TRANSLATE("You cant mine while on a horse!"));
			else
				if( !pc->IsGM() && (ores.stamina<0) && (abs( ores.stamina )>pc->stm) )
					pc->sysmsg( TRANSLATE("You are too tired to mine."));
				else
					return true;
					
		}
	}

	return false;
}
Beispiel #3
0
LOGICAL  checkWearable(P_CHAR pc, P_ITEM pi)
{
	NXWSOCKET s = pc->getSocket();
	if (s < 0)
		return false;
	if( (pi->getId()>>8) >= 0x40)  // LB, client crashfix if multi-objects are moved to PD
		return false;
	tile_st tile;

	data::seekTile(pi->getId(), tile);

	if( ( clientDimension[s]==3 ) &&  (tile.quality==0) )
	{
		pc->sysmsg(TRANSLATE("You can't wear that"));
		return false;
	}
	else 
	{
		P_ITEM outmost = pi->getOutMostCont();
		P_CHAR vendor = pointers::findCharBySerial( outmost->getContSerial() );
		if( ISVALIDPC( vendor ) && ( vendor->getOwnerSerial32() != pc->getSerial32() ) )
		{
			return false;
		}

	}
	if ( !pc->IsGM() && pi->st > pc->getStrength() && !pi->isNewbie() ) // now you can equip anything if it's newbie
	{
		pc->sysmsg(TRANSLATE("You are not strong enough to use that."));
		return false;
	}
	else if ( !pc->IsGM() && !checkItemUsability(pc, pi, ITEM_USE_WEAR) )
	{
		return false;
	}
	else if ( (pc->getId() == BODY_MALE) && ( pi->getId()==0x1c00 || pi->getId()==0x1c02 || pi->getId()==0x1c04 || pi->getId()==0x1c06 || pi->getId()==0x1c08 || pi->getId()==0x1c0a || pi->getId()==0x1c0c ) ) // Ripper...so males cant wear female armor
	{
		pc->sysmsg(TRANSLATE("You cant wear female armor!"));
		return false;
	}
	else if ((((pi->magic==2)||((tile.weight==255)&&(pi->magic!=1))) && !pc->canAllMove()) ||
			( (pi->magic==3|| pi->magic==4) && !(pi->getOwnerSerial32()==pc->getSerial32())))
	{
		return false;
	}
	return true;
}
Beispiel #4
0
void charGetPopUpHelp(char *str, P_CHAR pc)
{
	if (!pc->npc) {
		sprintf(str, TRANSLATE("He/She is a player like you. You've met new people!!"));	

		if (pc->IsCounselor()) {
			sprintf(str, TRANSLATE("He/She is a Counselor. You can ask him if you need help on the game"));	
		}
		
		if (pc->IsGM()) {
			sprintf(str, TRANSLATE("He/She is a Game Master. You can ask his help if you're stuck or have bugs or other problems"));	
		}
	}
	else {
		if (pc->npcaitype==NPCAI_PLAYERVENDOR)
			sprintf(str, TRANSLATE("He/She is a vendor which sells items owned by a player. Good shopping!"));
		else if (pc->npcaitype==NPCAI_EVIL)
			sprintf(str, TRANSLATE("Run AWAY!!! It will kill you!!"));
	}
}
/*!
\brief Double click
\author Ripper, rewrite by Endymion
\param ps client of player dbclick
\note Completely redone by Morrolan 20-07-99
\warning I use a define CASE for make more readable the code, if you change name of P_ITEM pi chage also the macro
\todo los
*/
void doubleclick(NXWCLIENT ps)
{

	if(ps==NULL) return;
	P_CHAR pc = ps->currChar();
	VALIDATEPC( pc );
	NXWSOCKET s = ps->toInt();

	// the 0x80 bit in the first byte is used later for "keyboard" and should be ignored
	SERIAL serial = LongFromCharPtr(buffer[s] +1) & 0x7FFFFFFF;

	if (isCharSerial(serial))
	{
		P_CHAR pd=pointers::findCharBySerial(serial);
		if(ISVALIDPC(pd))
			dbl_click_character(ps, pd);
		return;
	}

	P_ITEM pi = pointers::findItemBySerial(serial);
	VALIDATEPI(pi);

	if (pi->amxevents[EVENT_IONDBLCLICK]!=NULL) {
		g_bByPass = false;
		pi->amxevents[EVENT_IONDBLCLICK]->Call( pi->getSerial32(), pc->getSerial32() );
		if (g_bByPass==true)
			return;
	}
	/*
	g_bByPass = false;
	pi->runAmxEvent( EVENT_IONDBLCLICK, pi->getSerial32(), s );
	if (g_bByPass==true)
		return;
	*/

	if (!checkItemUsability(pc , pi, ITEM_USE_DBLCLICK))
		return;

	Location charpos= pc->getPosition();

	if (pc->IsHiddenBySpell()) return;	//Luxor: cannot use items if under invisible spell

	if ( !pc->IsGM() && pc->objectdelay >= uiCurrentTime )
	{
		pc->sysmsg(TRANSLATE("You must wait to perform another action."));
		return;
	}
	else
		pc->objectdelay = SrvParms->objectdelay * MY_CLOCKS_PER_SEC + uiCurrentTime;

	///MODIFY, CANT CLICK ITEM AT DISTANCE >2//////////////
	if ( (pc->distFrom(pi)>2) && !pc->IsGM() && !(pc->nxwflags[0] & cChar::flagSpellTelekinesys) ) //Luxor: let's check also for the telekinesys spell
	{
		pc->sysmsg( TRANSLATE("Must be closer to use this!"));
		pc->objectdelay=0;
		return;
	}


//<Anthalir> VARIAIBLI

	tile_st item;

	P_ITEM pack= pc->getBackpack();
	VALIDATEPI( pack );


	data::seekTile( pi->getId(), item );
//////FINEVARIABILI
	if ( ServerScp::g_nEquipOnDclick )
	{
		// equip the item only if it is in the backpack of the player
		if ((pi->getContSerial() == pack->getSerial32()) && (item.quality != 0) && (item.quality != LAYER_BACKPACK) && (item.quality != LAYER_MOUNT))
		{
			int drop[2]= {-1, -1};	// list of items to drop, there no reason for it to be larger
			int curindex= 0;

			NxwItemWrapper wea;
			wea.fillItemWeared( pc, true, true, true );
			for( wea.rewind(); !wea.isEmpty(); wea++ )
			{

				P_ITEM pj=wea.getItem();
				if(!ISVALIDPI(pj))
					continue;
				if ((item.quality == LAYER_1HANDWEAPON) || (item.quality == LAYER_2HANDWEAPON))// weapons
				{
					if (pi->itmhand == 2) // two handed weapons or shield
					{
						if (pj->itmhand == 2)
							drop[curindex++]= DEREF_P_ITEM(pj);
						if ( (pj->itmhand == 1) || (pj->itmhand == 3) )
							drop[curindex++]= DEREF_P_ITEM(pj);
					}
					if (pi->itmhand == 3)
					{
						if ((pj->itmhand == 2) || pj->itmhand == 3)
							drop[curindex++]= DEREF_P_ITEM(pj);
					}
					if ((pi->itmhand == 1) && ((pj->itmhand == 2) || (pj->itmhand == 1)))
						drop[curindex++]= DEREF_P_ITEM(pj);
				}
				else	// not a weapon
				{
					if (pj->layer == item.quality)
						drop[curindex++]= DEREF_P_ITEM(pj);
				}
			}

			if (ServerScp::g_nUnequipOnReequip)
			{
				if (drop[0] > -1)	// there is at least one item to drop
				{
					for (int i= 0; i< 2; i++)
					{
						if (drop[i] > -1)

						{

							P_ITEM p_drop=MAKE_ITEM_REF(drop[i]);

							if(ISVALIDPI(p_drop))
								pc->UnEquip( p_drop );

						}
					}
				}
				pc->playSFX( itemsfx(pi->getId()) );
				pc->Equip( pi );
			}
			else
			{
				if (drop[0] == -1)
				{
					pc->playSFX( itemsfx(pi->getId()) );
					pc->Equip( pi );
				}
			}
			return;
		}
	} // </Anthalir>


	//<Luxor>: Circle of transparency bug fix
	P_ITEM pCont;
	Location dst;

	pCont = pi->getOutMostCont();

	if(pCont->isInWorld()) {
		dst = pCont->getPosition();
	} else {
		P_CHAR pg_dst = pointers::findCharBySerial( pCont->getContSerial() );
		VALIDATEPC(pg_dst);
		dst = pg_dst->getPosition();
	}

	Location charPos = pc->getPosition();
	charPos.z = dst.z;
	charPos.dispz = dst.dispz;

	if ( !pc->IsGM() && !lineOfSight( charPos, dst ) && !(pc->nxwflags[0] & cChar::flagSpellTelekinesys) ) {
		pc->sysmsg( TRANSLATE( "You cannot reach the item" ) );
		return;
	}
	//</Luxor>

	P_CHAR itmowner = pi->getPackOwner();

	if(!pi->isInWorld()) {
		if (isItemSerial(pi->getContSerial()) && pi->type != ITYPE_CONTAINER)
		{// Cant use stuff that isn't in your pack.

			if ( ISVALIDPC(itmowner) && (itmowner->getSerial32()!=pc->getSerial32()) )
					return;
		}
		else
			if (isCharSerial(pi->getContSerial()) && pi->type!=(UI32)INVALID)
			{// in a character.
				P_CHAR wearedby = pointers::findCharBySerial(pi->getContSerial());
				if (ISVALIDPC(wearedby))
					if (wearedby->getSerial32()!=pc->getSerial32() && pi->layer!=LAYER_UNUSED_BP && pi->type!=ITYPE_CONTAINER)
						return;
			}
	}

	if ((pi->magic==4) && (pi->secureIt==1))
	{
		if (!pc->isOwnerOf(pi) || !pc->IsGMorCounselor())
		{
			pc->sysmsg( TRANSLATE("That is a secured chest!"));
			return;
		}
	}

	if (pi->magic == 4)
	{
		pc->sysmsg( TRANSLATE("That item is locked down."));
		return;
	}

	if (pc->dead && pi->type!=ITYPE_RESURRECT) // if you are dead and it's not an ankh, FORGET IT!
	{
		pc->sysmsg(TRANSLATE("You may not do that as a ghost."));
		return;
	}
	else if (!pc->IsGMorCounselor() && pi->layer!=0 && !pc->IsWearing(pi))
	{// can't use other people's things!
		if (!(pi->layer==LAYER_BACKPACK  && SrvParms->rogue==1)) // bugfix for snooping not working, LB
		{
			pc->sysmsg(TRANSLATE("You cannot use items equipped by other players."));
			return;
		}
	}


	// Begin checking objects that we force an object delay for (std objects)
	// start trigger stuff
	if (pi->trigger > 0)
	{
		if (pi->trigtype == 0)
		{
			if ( TIMEOUT( pi->disabled ) ) // changed by Magius(CHE) §
			{
				triggerItem(s, pi, TRIGTYPE_DBLCLICK); // if players uses trigger
				return;
			}
			else
			{
				if ( pi->disabledmsg!=NULL )
					pc->sysmsg("%s", pi->disabledmsg->c_str());
				else
					pc->sysmsg(TRANSLATE("That doesnt seem to work right now."));
				return;
			}
		}
		else
		{
			pc->sysmsg( TRANSLATE("You are not close enough to use that."));
			return;
		}
	}

	// check this on trigger in the event that the .trigger property is not set on the item
	// trigger code.  Check to see if item is envokable by id
	else if (checkenvoke( pi->getId() ))
	{
		pc->envokeitem = pi->getSerial32();
		pc->envokeid = pi->getId();
		P_TARGET targ = clientInfo[s]->newTarget( new cObjectTarget() );
		targ->code_callback=target_envoke;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("What will you use this on?"));
		return;
	}
	// end trigger stuff
	// BEGIN Check items by type

	int los = 0;


	BYTE map1[20] = "\x90\x40\x01\x02\x03\x13\x9D\x00\x00\x00\x00\x13\xFF\x0F\xFF\x01\x90\x01\x90";
	BYTE map2[12] = "\x56\x40\x01\x02\x03\x05\x00\x00\x00\x00\x00";
	// By Polygon: This one is needed to show the location on treasure maps
	BYTE map3[12] = "\x56\x40\x01\x02\x03\x01\x00\x00\x00\x00\x00";


	P_TARGET targ = NULL;

	switch (pi->type)
	{
	case ITYPE_RESURRECT:
		// Check for 'resurrect item type' this is the ONLY type one can use if dead.
		if (pc->dead)
		{
			pc->resurrect();
			pc->sysmsg(TRANSLATE("You have been resurrected."));
			return;
		}
		else
		{
			pc->sysmsg(TRANSLATE("You are already living!"));
			return;
		}
	case ITYPE_BOATS:// backpacks - snooping a la Zippy - add check for SrvParms->rogue later- Morrolan

		if (pi->type2 == 3)
		{
			switch( pi->getId() & 0xFF ) {
				case 0x84:
				case 0xD5:
				case 0xD4:
				case 0x89:
					Boats->PlankStuff(pc, pi);
					break;
				default:
					pc->sysmsg( TRANSLATE("That is locked."));
					break;
			}
			return;
		}
	case ITYPE_CONTAINER: // bugfix for snooping not working, lb
	case ITYPE_UNLOCKED_CONTAINER:
		// Wintermute: GMs or Counselors should be able to open trapped containers always
		if (pi->moreb1 > 0 && !pc->IsGMorCounselor()) {
			magic::castAreaAttackSpell(pi->getPosition("x"), pi->getPosition("y"), magic::SPELL_EXPLOSION);
			pi->moreb1--;
		}
		//Magic->MagicTrap(currchar[s], pi); // added by AntiChrist
		// only 1 and 63 can be trapped, so pleaz leave it here :) - Anti
	case ITYPE_NODECAY_ITEM_SPAWNER: // nodecay item spawner..Ripper
	case ITYPE_DECAYING_ITEM_SPAWNER: // decaying item spawner..Ripper
		if (pi->isInWorld() || (pc->IsGMorCounselor()) || // Backpack in world - free access to everyone
			( isCharSerial(pi->getContSerial()) && pi->getContSerial()==pc->getSerial32()))	// primary pack
		{
			pc->showContainer(pi);
			pc->objectdelay=0;
			return;
		}
		else if( isItemSerial(pi->getContSerial()) )
		{
			P_ITEM pio = pi->getOutMostCont();
			if (pio->getContSerial()==pc->getSerial32() || pio->isInWorld() )
			{
				pc->showContainer(pi);
				pc->objectdelay=0;
				return;
			}
		}
		if(ISVALIDPC(itmowner))
			snooping(pc, pi );
		return;
	case ITYPE_TELEPORTRUNE:
		targ = clientInfo[s]->newTarget( new cLocationTarget() );
		targ->code_callback = target_tele;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("Select teleport target."));
		return;
	case ITYPE_KEY:
		targ = clientInfo[s]->newTarget( new cItemTarget() );
		targ->code_callback = target_key;
		targ->buffer[0]= pi->more1;
		targ->buffer[1]= pi->more2;
		targ->buffer[2]= pi->more3;
		targ->buffer[3]= pi->more4;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("Select item to use the key on."));
		return;
	case ITYPE_LOCKED_ITEM_SPAWNER:
	case ITYPE_LOCKED_CONTAINER:

		// Added traps effects by AntiChrist
		// Wintermute: GMs or Counselors should be able to open locked containers always
		if ( !pc->IsGMorCounselor() )
		{
			if (pi->moreb1 > 0 ) {
				magic::castAreaAttackSpell(pi->getPosition().x, pi->getPosition().y, magic::SPELL_EXPLOSION);
				pi->moreb1--;
			}

			pc->sysmsg(TRANSLATE("This item is locked."));
			return;
		}
		else
		{
			pc->showContainer(pi);
 			return;
		}
	case ITYPE_SPELLBOOK:
		if (ISVALIDPI(pack)) // morrolan
			if(pi->getContSerial()==pack->getSerial32() || pc->IsWearing(pi))
				ps->sendSpellBook(pi);
			else
				pc->sysmsg(TRANSLATE("If you wish to open a spellbook, it must be equipped or in your main backpack."));
			return;
	case ITYPE_MAP:
		LongToCharPtr(pi->getSerial32(), map1 +1);
		map2[1] = map1[1];
		map2[2] = map1[2];
		map2[3] = map1[3];
		map2[4] = map1[4];
/*
		By Polygon:
		Assign areas and map size before sending
*/
		map1[7] = pi->more1;	// Assign topleft x
		map1[8] = pi->more2;
		map1[9] = pi->more3;	// Assign topleft y
		map1[10] = pi->more4;
		map1[11] = pi->moreb1;	// Assign lowright x
		map1[12] = pi->moreb2;
		map1[13] = pi->moreb3;	// Assign lowright y
		map1[14] = pi->moreb4;
		int width, height;		// Tempoary storage for w and h;
		width = 134 + (134 * pi->morez);	// Calculate new w and h
		height = 134 + (134 * pi->morez);
		ShortToCharPtr(width, map1 +15);
		ShortToCharPtr(height, map1 +17);
//		END OF: By Polygon

		Xsend(s, map1, 19);
//AoS/		Network->FlushBuffer(s);
		Xsend(s, map2, 11);
//AoS/		Network->FlushBuffer(s);
		return;
	case ITYPE_BOOK:
		Books::DoubleClickBook(s, pi);
		return;
	case ITYPE_DOOR:
		dooruse(s, pi);
		return;
	case ITYPE_LOCKED_DOOR:
		// Wintermute: GMs or Counselors should be able to open locked doors always
		if ( pc->IsGMorCounselor())
 		{
 			dooruse(s, pi);
 			return;
 		}

		if (ISVALIDPI(pack))
		{
			NxwItemWrapper si;
			si.fillItemsInContainer( pack );
			for( si.rewind(); !si.isEmpty(); si++ )
			{
				P_ITEM pj = si.getItem();
				if (ISVALIDPI(pj) && pj->type==ITYPE_KEY)
					if (((pj->more1 == pi->more1) && (pj->more2 == pi->more2) &&
						 (pj->more3 == pi->more3) && (pj->more4 == pi->more4)) )
					{
						pc->sysmsg(TRANSLATE("You quickly unlock, use, and then relock the door."));
						dooruse(s, pi);
						return;
					}
			}
		}
		pc->sysmsg(TRANSLATE("This door is locked."));
		return;
	case ITYPE_FOOD:

		if (pc->hunger >= 6)
		{
			pc->sysmsg( TRANSLATE("You are simply too full to eat any more!"));
			return;
		}
		else
		{
			switch (RandomNum(0, 2))
			{
				case 0: pc->playSFX(0x3A); break;
				case 1: pc->playSFX(0x3B); break;
				case 2: pc->playSFX(0x3C); break;
			}

			switch (pc->hunger)
			{
				case 0:  pc->sysmsg( TRANSLATE("You eat the food, but are still extremely hungry.")); break;
				case 1:  pc->sysmsg( TRANSLATE("You eat the food, but are still extremely hungry.")); break;
				case 2:  pc->sysmsg( TRANSLATE("After eating the food, you feel much less hungry.")); break;
				case 3:  pc->sysmsg( TRANSLATE("You eat the food, and begin to feel more satiated.")); break;
				case 4:  pc->sysmsg( TRANSLATE("You feel quite full after consuming the food.")); break;
				case 5:  pc->sysmsg( TRANSLATE("You are nearly stuffed, but manage to eat the food."));	break;
				default: pc->sysmsg( TRANSLATE("You are simply too full to eat any more!")); break;
			}

			if (pi->poisoned)
			{
				pc->sysmsg(TRANSLATE("The food was poisoned!"));
				pc->applyPoison(PoisonType(pi->poisoned));

			}

			pi->ReduceAmount(1);
		    pc->hunger++;
		}
		return;
	case ITYPE_WAND: // -Fraz- Modified and tuned up, Wands must now be equipped or in pack
	case ITYPE_MANAREQ_WAND: // magic items requiring mana (xan)
		if (ISVALIDPI(pack))
		{
			if (pi->getContSerial() == pack->getSerial32() || pc->IsWearing(pi))
			{
				if (pi->morez != 0)
				{
					pi->morez--;
					if (magic::beginCasting(
						static_cast<magic::SpellId>((8*(pi->morex - 1)) + pi->morey - 1),
						ps,
						(pi->type==ITYPE_WAND) ? magic::CASTINGTYPE_ITEM : magic::CASTINGTYPE_NOMANAITEM))
						{
							if (pi->morez == 0)
							{
								pi->type = pi->type2;
								pi->morex = 0;
								pi->morey = 0;
								pi->offspell = 0;
							}
						}
				}
			}
			else
			{
				pc->sysmsg(TRANSLATE("If you wish to use this, it must be equipped or in your backpack."));
			}
		}
		return; // case 15 (magic items)
/*////////////////////REMOVE/////////////////////////////////////
	case 18: // crystal ball?
		switch (RandomNum(0, 9))
		{
		case 0: itemmessage(s, TRANSLATE("Seek out the mystic llama herder."), pi->getSerial32());									break;
		case 1: itemmessage(s, TRANSLATE("Wherever you go, there you are."), pi->getSerial32());									break;
		case 4: itemmessage(s, TRANSLATE("The message appears to be too cloudy to make anything out of it."), pi->getSerial32());	break;
		case 5: itemmessage(s, TRANSLATE("You have just lost five strength.. not!"), pi->getSerial32());							break;
		case 6: itemmessage(s, TRANSLATE("You're really playing a game you know"), pi->getSerial32());								break;
		case 7: itemmessage(s, TRANSLATE("You will be successful in all you do."), pi->getSerial32());								break;
		case 8: itemmessage(s, TRANSLATE("You are a person of culture."), pi->getSerial32());										break;
		default: itemmessage(s, TRANSLATE("Give me a break! How much good fortune do you expect!"), pi->getSerial32());				break;
		}// switch
		soundeffect2(pc_currchar, 0x01EC);
		return;// case 18 (crystal ball?)
*/////////////////////ENDREMOVE/////////////////////////////////////
	case ITYPE_POTION: // potions
			if (pi->morey != 3)
				pc->drink(pi);   //Luxor: delayed potions drinking
			else    //explosion potion
				usepotion(pc, pi);
			return;
	case ITYPE_RUNE:
			if (pi->morex==0 && pi->morey==0 && pi->morez==0)
			{
				pc->sysmsg( TRANSLATE("That rune is not yet marked!"));
			}
			else
			{
				pc->runeserial = pi->getSerial32();
				pc->sysmsg( TRANSLATE("Enter new rune name."));
			}
			return;
	case ITYPE_SMOKE:
			pc->smoketimer = pi->morex*MY_CLOCKS_PER_SEC + getclock();
			pi->ReduceAmount(1);
			return;
	case ITYPE_RENAME_DEED:
			pc->namedeedserial = pi->getSerial32();
			pc->sysmsg( TRANSLATE("Enter your new name."));
			pi->ReduceAmount(1);
			return;
	case ITYPE_POLYMORPH:
			pc->setId( pi->morex );
			pc->teleport();
			pi->type = ITYPE_POLYMORPH_BACK;
			return;
	case ITYPE_POLYMORPH_BACK:
			pc->setId( pc->getOldId() );
			pc->teleport();
			pi->type = ITYPE_POLYMORPH;
			return;
	case ITYPE_ARMY_ENLIST:
			enlist(s, pi->morex);
			pi->Delete();
			return;
	case ITYPE_TELEPORT:
			pc->MoveTo( pi->morex,pi->morey,pi->morez );
			pc->teleport();
			return;
	case ITYPE_DRINK:
			switch (rand()%2)
			{
				case 0: pc->playSFX(0x0031); break;
				case 1: pc->playSFX(0x0030); break;
			}
			pi->ReduceAmount(1);
			pc->sysmsg( TRANSLATE("Gulp !"));
			return;
	case ITYPE_GUILDSTONE:
			if ( pi->getId() == 0x14F0  ||  pi->getId() == 0x1869 )	// Check for Deed/Teleporter + Guild Type
			{
				pc->fx1 = DEREF_P_ITEM(pi);
				Guilds->StonePlacement(s);
				return;
			}
			else if (pi->getId() == 0x0ED5)	// Check for Guildstone + Guild Type
			{
				pc->fx1 = DEREF_P_ITEM(pi);
				Guilds->Menu(s, 1);
				return;
			}
			else
				WarnOut("Unhandled guild item type named: %s with ID of: %X\n", pi->getCurrentNameC(), pi->getId());
			return;
	case ITYPE_PLAYER_VENDOR_DEED:			// PlayerVendors deed
			{
			P_CHAR vendor = npcs::AddNPCxyz(-1, 2117, charpos.x, charpos.y, charpos.z);
			if ( !ISVALIDPC(vendor) )
			{
				WarnOut("npc-script couldnt find vendor !\n");
				return;
			}

			los = 0;
			vendor->npcaitype = NPCAI_PLAYERVENDOR;
			vendor->MakeInvulnerable();
			vendor->unHide();
			vendor->stealth=INVALID;
			vendor->dir = pc->dir;
			vendor->npcWander = WANDER_NOMOVE;
			vendor->SetInnocent();
			vendor->setOwnerSerial32( pc->getSerial32() );
			vendor->tamed = false;
			pi->Delete();
			vendor->teleport();
			char temp[TEMP_STR_SIZE]; //xan -> this overrides the global temp var
			sprintf( temp, TRANSLATE("Hello sir! My name is %s and i will be working for you."), vendor->getCurrentNameC());
			vendor->talk(s, temp, 0);

			return;
			}
	case ITYPE_TREASURE_MAP:
			Skills::Decipher(pi, s);
			return;

	case ITYPE_DECIPHERED_MAP:
			map1[ 1] = map2[1] = map3[1] = pi->getSerial().ser1;
			map1[ 2] = map2[2] = map3[2] = pi->getSerial().ser2;
			map1[ 3] = map2[3] = map3[3] = pi->getSerial().ser3;
			map1[ 4] = map2[4] = map3[4] = pi->getSerial().ser4;
			map1[ 7] = pi->more1;	// Assign topleft x
			map1[ 8] = pi->more2;
			map1[ 9] = pi->more3;	// Assign topleft y
			map1[10] = pi->more4;
			map1[11] = pi->moreb1;	// Assign lowright x
			map1[12] = pi->moreb2;
			map1[13] = pi->moreb3;	// Assign lowright y
			map1[14] = pi->moreb4;
			ShortToCharPtr(0x0100, map1 +15);			// Let width and height be 256
			ShortToCharPtr(0x0100, map1 +17);
			Xsend(s, map1, 19);
//AoS/			Network->FlushBuffer(s);

			Xsend(s, map2, 11);
//AoS/			Network->FlushBuffer(s);

			// Generate message to add a map point
			SI16 posx, posy;					// tempoary storage for map point
			SI16 tlx, tly, lrx, lry;				// tempoary storage for map extends
			tlx = (pi->more1 << 8) | pi->more2;
			tly = (pi->more3 << 8) | pi->more4;
			lrx = (pi->moreb1 << 8) | pi->moreb2;
			lry = (pi->moreb3 << 8) | pi->moreb4;
			posx = (256 * (pi->morex - tlx)) / (lrx - tlx);		// Generate location for point
			posy = (256 * (pi->morey - tly)) / (lry - tly);
			ShortToCharPtr(posx, map3 +7);				// Store the point position
			ShortToCharPtr(posy, map3 +9);
			Xsend(s, map3, 11);					// Fire data to client :D
//AoS/			Network->FlushBuffer(s);
			return;
		default:
			break;
	}
	///END IDENTIFICATION BY TYPE

/////////////////READ UP :D////////////////////////////////

	///BEGIN IDENTIFICATION BY ID
	if (pi->IsSpellScroll())
	{
		if (ISVALIDPI(pack))
			if( pi->getContSerial()==pack->getSerial32()) {
				magic::SpellId spn = magic::spellNumberFromScrollId(pi->getId());	// avoid reactive armor glitch
				if ((spn>=0)&&(magic::beginCasting(spn, ps, magic::CASTINGTYPE_SCROLL)))
					pi->ReduceAmount(1);							// remove scroll if successful
			}
			else pc->sysmsg(TRANSLATE("The scroll must be in your backpack to envoke its magic."));
	}
	CASE(IsAnvil) {
		targ = clientInfo[s]->newTarget( new cItemTarget() );
		targ->code_callback=Skills::target_repair;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("Select item to be repaired."));
	}
	CASE(IsAxe) {
		targ = clientInfo[s]->newTarget( new cTarget() );
		targ->code_callback=target_axe;
		targ->buffer[0]=pi->getSerial32();
		targ->send( ps );
		ps->sysmsg( TRANSLATE("What would you like to use that on ?"));
	}
	CASEOR(IsFeather, IsShaft) {
		targ = clientInfo[s]->newTarget( new cItemTarget() );
		targ->buffer[0]= pi->getSerial32();
		targ->code_callback=Skills::target_fletching;
		targ->send( ps );
		ps->sysmsg( TRANSLATE("What would you like to use this with?"));
	}
/*!
\brief executes a "MAKE" command
\author Xanathar
\param pc player who do make
\param n item number
*/
void cMakeMenu::execMake( NXWCLIENT ps, UI32 item )
{
    
	P_CHAR pc = ps->currChar();

    if( pc->dead ) {
        pc->sysmsg(TRANSLATE("Ever thought an ethereal soul can't really do some actions ?"));
        return;
    }

	cMakeItem* mi = makeItems[item];

	if( ( mi==NULL ) || ( mi->command==NULL ) )
		return;

	if( mi->command->command=="MAKEMENU" ) {
		Skills::MakeMenu( pc, str2num( mi->command->param ), skill, mat[0].id, mat[0].color, mat[1].id, mat[1].color );
		return;
	}

	if( pc->IsGM() ) {
		mi->command->execute( ps->toInt() );
		return;
	}

	if( !mi->checkReq( pc ) )
		return;

    
	bool failed = false;
    if( !pc->checkSkill((Skill)mi->skillToCheck, mi->minskill, mi->maxskill) ) {
		failed = true;
    }

	for( int j=0; j<2; ++j ) {
		cRawItem& raw = mi->reqitems[j];
		if( raw.id!=0 ) {

			UI16 matToDel = raw.number;
			if( failed )
				matToDel = ( matToDel/2>0 )? matToDel/2 : 1;

	        pc->delItems( raw.id, matToDel, raw.color );
		}
	}


	switch( skill )
	{
       	case MINING	:
			pc->playSFX(0x0054);
			break;
       	case BLACKSMITHING	:
			pc->playSFX(0x002A);
			break;
       	case CARPENTRY :
			pc->playSFX(0x023D);
			break;
       	case INSCRIPTION :
			pc->playSFX(0x0249);
			break;
       	case TAILORING :
			pc->playSFX(0x0248);
			break;
       	case TINKERING :
			pc->playSFX(0x002A);
			break;
       	case CARTOGRAPHY :
			pc->playSFX(0x0249);
		break;
	}

	pc->setObjectDelay();

	std::string script;
	std::string amount;
	splitLine( mi->command->param, script, amount );

	if( !failed ) {
		P_ITEM pi = item::CreateFromScript( str2num( script ), pc->getBackpack(), (amount!="")? str2num( amount ) : INVALID );
		VALIDATEPI(pi);

		ps->sysmsg(TRANSLATE("You create the item and place it in your backpack."));

		pi->magic = 1;

        pi->creator = pc->getCurrentName(); // Memorize Name of the creator
        if (pc->skill[skill]>950)
            pi->madewith=skill+1; // Memorize Skill used
        else
            pi->madewith=0-skill-1; // Memorize Skill used ( negative not shown )

	}
	else {
        ps->sysmsg(TRANSLATE("You failed"));
	}


}
Beispiel #7
0
/*!
\brief wrap for check usability
\author Xanathar
\return bool
\param pc player trying using
\param pi pointer to item to be used
\param type type of usability
\remarks Luxor - Added REQSKILL command support, three bug fix applied 
*/
bool checkItemUsability(P_CHAR pc, P_ITEM pi, int type)
{
	g_nType = type;
	VALIDATEPIR(pi, false);
	VALIDATEPCR(pc, false);

	NXWSOCKET s = pc->getSocket();

	if( !pi->isNewbie() && ! pc->IsGM())
	{
		if ( pi->st > pc->getStrength() ) 
		{
			pc->sysmsg(TRANSLATE("You are not strong enough to use that."));
			return false;
		}
		if ( pi->dx > pc->dx )
		{
			pc->sysmsg(TRANSLATE("You are not quick enough to use that."));
			return false;
		}
		if ( pi->in > pc->in )
		{
			pc->sysmsg(TRANSLATE("You are not intelligent enough to use that."));
			return false;
		}
		//Luxor: REQSKILL command support
		if (pi->reqskill[0] > 0 && pi->reqskill[1] > 0 )
		{
			if (pi->reqskill[1] > pc->skill[pi->reqskill[0]]) {
				pc->sysmsg(TRANSLATE("You are not skilled enough to use that."));
				return false;
			}
		}
		if ( (pi->getGender() != INVALID && pi->getGender() != GENDER_NEUTRAL ) && pi->getGender() != pc->getGender() )
		{
			if ( pi->getGender() == 1 ) // it's a man item
				pc->sysmsg(TRANSLATE("Only males of your species may use that !"));
			else if ( pi->getGender() == 2 ) // it's a man item
				pc->sysmsg(TRANSLATE("Only females of your species may use that !"));
			else
				pc->sysmsg(TRANSLATE("You may not use that !")); // Damn, whats the political correct term for "Get some recreational extensions to your body"
			return false;
		}
		if ( Race::isRaceSystemActive() )
			if ( pi->getRace() != INVALID && pi->getRace() != pc->getRace() )
			{
				pc->sysmsg(TRANSLATE("Your race may not use this item!")); // Hope no one sues me because of racial discrimination in item use
				return false;
			}


	}

	if (s >-1 && s < now) //Luxor
	{
		
		if (pi->amxevents[EVENT_IONCHECKCANUSE]==NULL) return true;
		return (0!=pi->amxevents[EVENT_IONCHECKCANUSE]->Call(pi->getSerial32(), pc->getSerial32(), g_nType));
		/*
		AmxEvent* event = pi->getAmxEvent( EVENT_IONCHECKCANUSE );
		if ( !event ) return true;
		return ( 0 != event->Call(pi->getSerial32(), s, g_nType ) );
		*/
	}
	return true;
}